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Author Topic: SAS Dogfight Server ("~SAS~Ultrapack~")  (Read 94143 times)

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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #252 on: January 17, 2015, 11:03:50 AM »

Thanks for the hint BD.
I've rechecked all server logs but can't find anything special related to your crash landings.
From the server's point of view it looks like you simply left the game like anyone else.
Maybe your own log.lst game log would tell us something clearer.

At this opportunity I also fixed a couple of things in Zuti's MDS code which partly caused massive java error logging on server side.
One of these errors concerned AI taxiing to parking position, on the missions concerned some players will likely have been hit by warping glitches and the like, at least according to the server log when this happened, many player's net communication with the server got out of sync.
On the other hand, I noticed in the server log that many times we have players on our server who apparently run mods which aren't compatible with UP3.
It becomes obvious when the server complains about the player aircraft not telling whether or not it accepts multicrew (human gunners) gameplay.
I've added some code to the server so hopefully in future we can name the names and advice the regarding players to get rid of their incompatible mods.

Other than that, I've tuned the network parameters so they're a little more "high ping" friendly.
In particular I've adjusted the transmission speed so that weak connections will be served better, at the cost of highler loading times for custom skins and when the mission rotates.
We'll see how this pays out tomorrow when we're crowded on the F.A.C. 3PM GMT session again.

Best regards - Mike
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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #253 on: January 18, 2015, 01:45:40 AM »

*bump*

I'm sorry to say that for all sorties since yesterday 6PM GMT and today 8AM GMT the hit statistics (bullets, rockets, bombs) are porked.
Lucky enough it's only a couple of sorties affected, but as a heads up, when you wonder why your bullet hit rate for these missions is 100% and you fired hundreds of rockets according to the stats, the reason is that there's a silly way FBDj evaluates the sortie statistics, which together with the server name change (yes indeed, a name change affects the stats) caused this glitch.

It's sorted out now.

Best regards - Mike
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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #254 on: January 29, 2015, 11:09:33 AM »

FYI:

The SAS / F.A.C. Gameserver is currently down.
The hoster apparently f*cked up the system, it's down and unable to reboot since 1PM GMT.
I've contacted the hoster already and asked for an immediate repair.

Will keep you updated when I have news.

Best regards - Mike
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Ghost129er

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #255 on: January 29, 2015, 11:21:27 AM »

So it wasn't only me seeming to have been unable to access the Stats page and stuff... Mrmmm....  :-X
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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #256 on: January 29, 2015, 11:36:56 AM »

Yep, I'm not happy with it either, but that's all I can get on the recovery console at the moment, looks like some hardware issue (?):


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Ghost129er

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #257 on: January 29, 2015, 11:43:42 AM »

Uh oh, that seems a bit too far to reach at the moment.. For either of us, guess we'll have to be patient...
And by the way it seems, it does look like one...
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But whenever they talked about him, they always had a slight smile on their faces.. And that, perhaps, maybe your answer.

SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #258 on: January 29, 2015, 11:06:54 PM »

We're back online since 9PM GMT.
Hoster support doesn't want to tell what was wrong, so they will have f*cked up something on their side and don't like to admit.
Anyway.
At least it's good to have a hoster which is able and willing to react when you call them, reaction time was 1:30 hours, not good but not that bad either.

Best regards - Mike
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BalDaddy

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #259 on: January 30, 2015, 02:29:35 AM »

Thanks for sorting that Mike; I had to resort to WoT for my daily ultra-violence fix. I may never recover
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gerula

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #260 on: January 31, 2015, 03:44:52 PM »

server is crazyyyyyyy, lots a lag, planes disappear, then appear right behind you or collide with you, Defense of Darwin mission. is it my computer, or some one else had the same problem?

It is just an observation, not a complain.  i love this server.
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BalDaddy

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #261 on: January 31, 2015, 04:10:49 PM »

That was my problem Gerula; thought it was just my terrible connection as usual
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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #262 on: February 01, 2015, 01:13:35 AM »

Can't see any obvious reason at the moment, however the hoster's support has been logged on roughly at that time, maybe they checked the underlying system for the recent hoster crash.
Whatever it was, to be on the safe side I will shutdown the server now, do some maintenance and will report back when it's online again.

Best regards - Mike
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SAS~Storebror

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Re: SAS Dogfight Server ("The Flying Ass Clowns")
« Reply #263 on: February 01, 2015, 02:33:46 AM »

Back from updates, defrag and reboot, we're online again.

Best regards - Mike
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